﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Mogre;

namespace WastedMechanics.CharState
{
    public class CharStateIdleNothing : CharStateIdle
    {
        public CharStateIdleNothing(Character chr)
            : base(chr, "IdleNothing")
        {
        }
       
        public override void PickOrder(Described target)
        {
            Character.SwitchState(new CharStatePick(Character,target));
        }

        public override void EquipOrder()
        {
            Character.SwitchState(new CharStateEquipping(Character));
        }

        public override void TakePistol()
        {
            Character.SwitchState(new CharStateTakePistolIdle(Character));
        }

        public override void TakeM1H()
        {
            Character.AttachM1HWeaponToHand(Character.M1HWeapon);
            Character.ArmedCase = Character.ArmedCases.M1H;

            Character.SwitchState(new CharStateIdleM1H(Character));

            base.TakeM1H();
        }

        public override void ClimbOrder()
        {
            Character.SwitchState(new CharStateClimbNothing(Character));
        }

        public override bool IsNotBusy()
        {
            return true;
        }

        public override CharState GetWalkState()
        {
            return new CharStateWalkNothing(Character);
        }
        public override CharState GetRunState()
        {
            return new CharStateRunNothing(Character);
        }
        public override CharState GetFallState()
        {
            return new CharStateFallNothing(Character);
        }
        public override CharState GetJumpStandState()
        {
            return new CharStateJumpStandNothing(Character);
        }
    }
}
